#version 330

in vec4 vPos;
//in vec4 vNormal;
//in vec2 vTexture;
//in vec3 vTangent;
in vec4 clusterIndex;

uniform mat4 mvMatrix; 
uniform mat4 mvpMatrix; 
uniform mat4 normMatrix;

out vec4 v;
//out vec4 N;
out vec4 cIndex;

void main(void)  
{     
   v = mvMatrix * vPos;       
   //N = normalize( normMatrix * vNormal );
   gl_Position = mvpMatrix * vPos;
   cIndex = clusterIndex;
}